Silent Hill: Homecoming Review

Silent Hill: Homecoming

I can say that Silent Hill, especially Silent Hill 2, has a very important place in my life. Apart from being the game I once best fed my hunger for a real horror game, I don’t think Silent Hill 2 will be able to replace a game with its subject and the memories it has left me. It is not difficult for me to predict this, since the games we are playing now, consisting only of graphics, may be even more ayyuka in the future. But Silent Hill makes something wiggle inside me play; I guess years from now, as the new Silent Hill games come in, I mean, after seeing this homecoming scourge and digesting it into me that it’s fashionable, I’ll still tolerate it. But on the other hand, one of the last games I want to be affected by this change will again Be Silent Hill. Nice, after I played Homecoming, I didn’t say “You Too, Brutus.” Because after seeing that character weight, atmospheric pressure and feeling of loneliness presented in Silent Hill 2, the first game I played, in Silent Hill 3 and relatively in the room, Homecoming created its first impression in me that it was a very shallow and ordinary horror game. Although I find that I am relatively wrong in this idea as I explore the game, I can say that Homecoming does not deserve to be a Silent Hill game.

Home, Sweet Home

The character we checked out in Homecoming is Alex, and he’s an ex-soldier. When we start the game, we find ourselves being carried on a stretcher, or rather, this sequence corresponds to the moment when we come to ourselves, and naturally we don’t know what’s going on. The place where we were brought in is the operating room of a hospital. Developments that we are trying to get out of here on our own strength and understand what is going on lead us to our home, Shepherd’s Glen. And that’s where the theme of the game begins to take shape. It’s like an atomic bomb has fallen on Shepherd’s Glen, and the whole town is completely in the fog with its people living on it. Whoever we see is a welcome to us, why did you come, I wish you hadn’t come, and he’s talking and leading us straight home. And when we get home, we find out that our little brother and father are missing from our mother, and then some events lead us to Silent Hill. And we’re trying to find someone again. I can’t say that I’m actually very complaining about Silent Hill’s lecture in this way; because first we are made an excuse and taken to Silent Hill, and then there we are told the story in very different aspects, and thus we are faced with the old secrets of Silent Hill. Homecoming also did it beautifully. Apart from that, Silent Hill is obviously quite happy in the cloud of fog that we know, and we are running around in this madness to find our brother without even seeing the tip of our noses.

Of course, the biggest feature that distinguishes All Silent Hill games from their counterparts on the market was its unique element of fear. The way he did it was that he showed you the feeling that you were alone, hitting you in the head, and distracted you with their voices and even silence, rather than scaring you with the monsters that suddenly appeared. Because it was the silence in itself that made you nervous that something was about to happen. You were nervous or not. You opened the door of the room and went in, a dim atmosphere, your flashlight made various shadow plays on the wall, you saw a hole in the same wall, you had to put your arm in that hole, but you knew not to put it in, but you had to put it in here, you put more, you took what you needed, and then you walked out the door. This sequence of events of about thirty seconds caused you to be stiff, but look, nothing happened. That’s what made Silent Hill different from the others; it stretched you like a drum when there was nothing. And how many of these are in Homecoming? I’ve just deliberately given an example of taking something out of a hole in the wall, because similar events take place both in Silent Hill 2 and in Homecoming.

There can be no better opportunity to compare the two games than this. Because during this event in Silent Hill 2, butterflies were flying around you, and yet fear was in your bones, but nothing was happening to you. But in Homecoming, you have to get something out of the hole in the wall again relatively early in the game. Blood is flowing through the hole, there is blood on the walls of the room, and everything is scattered. Naturally, a nice environment has been created so that you don’t want to put your hand in that hole, but unfortunately even this doesn’t scare you the way it should. You put your hand in the hole, and when you hold what you need to take, something pulls you from the other side. At this time, you need to fall on the left click of the mouse, constantly click on each other; otherwise you will die. And then you think, what was on the other side and what he pulled, and what was it supposed to be like that? Because this event shows that a very different Silent Hill is waiting for you almost as soon as it starts. Rather, it focused on the action, mostly turning into something that scares you with sudden visual shocks.

The fact that the action part was weighted officially changed the game from head to toe. Of course, the change in the combat system is the overall and most impressive part of them. Before I come to him alone, I want to talk about the difficulty selection screen when you start the game. As you may recall, in previous Silent Hills, there were two different difficulty sections here, one affecting the action in the game, the number of ammo and health packs, and the other determining the complexity of the puzzles you encountered. Homecoming doesn’t have that. There is only one choice of difficulty, and this completely adjusts the dose of action. Puzzles that are already very few are not affected by this choice of difficulty, and in general, the fact that the puzzles are not very difficult further fuels the action side of the game.

My cute little brother

In our battles with enemies, there is usually a gameplay where we take advantage of the weaknesses of the other. According to this, some enemies briefly reveal the point where they are weak so that we can attack there, and some allow you to attack in advance because of their speed. But despite this, you must fight them very carefully. As a matter of fact, at moments when you engage in close combat with slow ones, they become a threat from nothing with fast and hard blows. The biggest example is nurses, one of the main icons of the series. Don’t look at them walking, finish them off before they let them near you as much as possible. Because they use knives very quickly, and even a single nurse can consume you in a short time. In addition, new enemy types have added very different flavors to the game. As I said, every enemy has a certain weakness. It is also necessary to use it so that you do not have a shortage of ammunition. You can’t find ammunition on all sides, and it also forces you to fight strategically over time. The weapons we know in the Silent Hill series are back at hand. You’ll be using weapons like an iron water pipe and a knife in Homecoming more often than you’ve ever used. This is because, although this is the same in previous games in the series, you may be attacking more forcefully due to the weight of the weapons. For example, even if you do more damage with an axe, because you attack very slowly, the enemy in front of you takes up the position until you throw it, or because the weapon in his hand is lighter, he attacks you until you attack. Over time, the more you see the enemies ‘ attack styles, the more you need to do, but the adjustment phase can be problematic for some.

In terms of helping with this, you can read the recommendations on the intermediate installation screens (which did not bother me; why don’t we decipher them by trying them ourselves and read them from there? and against the bosses??!). I also want to mention that these deceleration screens are extremely long. As a Silent Hill Classic, you have the ability to save in certain places, but suppose that after you have gone too far, you have died in an irrelevant place and returned. In Homecoming, you will be told the intermediate loading screens as well as you will decry the part where you go before you can save it. You may have to lose at least 1 to 1.5 minutes at a time to pass through a place where you work hard, where you have the potential to die after 10 seconds. Not only do you suffer when you die, but also when you move from one place to another. My dear friend Orçun, who studied the console version, did not mention such a problem; but on the PC, it is really a different file of life.

We meet in Homecoming with a new attack technique as you fight against your enemies. Accordingly, you now have the opportunity to avoid or block the attacks of enemies and make even more massive hits. If you press space and any direction key when you are in combat position and the enemy is attacking you, Alex will jump in that direction or somehow fend off the attack. If it is a hit that you hit at this time, it will do good damage. Almost every weapon has two different attack options. With the left click, you perform a type of attack that causes minor damage, and with the right click, you perform a strong hit. Powerful strokes are a little time consuming compared to the other. You can also increase the damage caused by this stroke according to your long or short press. In addition, right-click attacks have a feature that will briefly neutralize the enemy (stun). At this point, you can kill him quickly without any trouble with an attack; you also have the opportunity to watch beautiful and violent animations. This gameplay is really beautiful and smooth. The producers who want to transfer the action element to the game have done a successful job, but how much of it is needed in Silent Hill? This is one of the aspects that bothers me the most in the game, and I am unfortunately still very amateurishly attached to Silent Hill, so I have largely abandoned this form of gameplay. But as a standard action game, it’s not very disturbing.

My quiet, foggy town

As the reason why the PC version of Homecoming did not come to market at the same time as other consoles, it was shown that its controls would be overhauled again. And we said, if it happens, then it should be like a man, and we stepped on our hearts and waited. It’s worth the expectations. This situation, which you will encounter most at points that require you to move abruptly during the action, does not give you a problem. You’re finally doing what you want to do. There are no problems with simple controls either. In addition, as with all Silent Hill games, you will see cumbersome inventory – weapon screen transitions in Homecoming. For some reason, I don’t want to talk about it as a minus. Homecoming also featured a dialogue tree for the first time in the Silent Hill series. It means that the communication between you and the characters you talk to and the things you talk to develop in different ways, but no matter what path you follow, the result you get does not differ from the other.

In the visual and auditory points of the game, we see breezes from the usual Silent Hill atmosphere. Some of the points that are handled differently in the film are beautifully transferred to the game, however, the fog and disturbing atmosphere are in place. The city’s transition to an alternative state is indeed a touching visual feast. All of a sudden, the places you walk are getting old and flying, and then everything gets its dirty rusty look. The fact that this is given in real time compared to previous games excites fans of the game completely. However, the changing game world and, of course, the designs of enemies (even the remote stances of some are frightening) are impressive. But in Alex and other side characters, you can’t quite get the mood in previous Silent Hill games. Although they have a much newer image, a very different reality, they do not have the facial expressions and helpless expression of James or Heather. In Homecoming, the whole world is so beautifully drawn, so vivid, and atmospherically satisfying, but the inability to create the desired emotional integrity makes it completely unacceptable.

Big, Pyramid Head

Silent Hill: Homecoming was a production I was looking forward to as a Silent Hill fan. In addition to my eagerness to wait, the importance of how the game will take a step into the next generation was, of course, huge. If we perceive it as a brand new Silent Hill that comes with a new generation, maybe we can fit the desired description a little bit, but one thing is for sure, this game is very different from The Silent Hill we know. The game has largely lost the theme of psychological fear, which takes the direction in which it is most important, making it an ordinary horror game. That means he’s lost a lot.

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